#include "GraphicClass.h"


D3D_DRIVER_TYPE				g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL			g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*				g_pd3dDevice = nullptr;
ID3D11Device1*				g_pd3dDevice1 = nullptr;
ID3D11DeviceContext*		g_pImmediateContext = nullptr;
ID3D11DeviceContext1*		g_pImmediateContext1 = nullptr;
IDXGISwapChain*				g_pSwapChain = nullptr;
IDXGISwapChain1*			g_pSwapChain1 = nullptr;
ID3D11RenderTargetView*		g_pRenderTargetView = nullptr;
ID3D11Texture2D*			g_pDepthStencil = nullptr;
ID3D11DepthStencilView*		g_pDepthStencilView = nullptr;
ID3D11RasterizerState*		g_pRasterizerState = nullptr;

ID3D11HullShader*			g_pHullShader = nullptr;
ID3D11DomainShader*			g_pDomainShader = nullptr;
ID3D11Buffer*				g_pTesselationBuffer = nullptr;

ID3D11VertexShader*			g_pVertexShader = nullptr;
ID3D11PixelShader*			g_pPixelShader = nullptr;
ID3D11PixelShader*			g_pPixelShaderSolid = nullptr;
ID3D11GeometryShader*		g_pGeometryShader = nullptr;
ID3D11InputLayout*			g_pVertexLayout = nullptr;
ID3D11Buffer*				g_pVertexBuffer = nullptr;
ID3D11Buffer*				g_pIndexBuffer = nullptr;
ID3D11Buffer*				g_pConstantBuffer = nullptr;
ID3D11ShaderResourceView*   g_pTextureRV = nullptr;
ID3D11SamplerState*         g_pSamplerLinear = nullptr;
XMMATRIX					g_World;
XMMATRIX					g_View;
XMMATRIX					g_Projection;
int g_x = 0, g_y = 0, g_counterX = 0, g_counterY = 0;
//Mesh cube = MeshCreator::CreateSphere(2.0f,20,20);
Mesh cube = MeshCreator::CreateBox(4.0f, 4.0f, 4.0f);


GraphicClass::GraphicClass(HINSTANCE hInstance, HWND hWnd):
	m_hInst(hInstance),
	m_hWnd(hWnd)
{
}


GraphicClass::~GraphicClass()
{
}


void GraphicClass::Render()
{
	// Update our time
	static float t = 0.0f;
	if (g_driverType == D3D_DRIVER_TYPE_REFERENCE)
	{
		t += (float)XM_PI * 0.0125f;
	}
	else
	{
		static ULONGLONG timeStart = 0;
		ULONGLONG timeCur = GetTickCount64();
		if (timeStart == 0)
			timeStart = timeCur;
		t = (timeCur - timeStart) / 1000.0f;
	}

	// Rotate cube around the origin
	//g_World = XMMatrixRotationY( t );

	// Setup our lighting parameters
	XMFLOAT4 vLightDirs[2] =
	{
		XMFLOAT4(0.0f, -0.2f, 1.0f, 1.0f),
		XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f),
	};
	XMFLOAT4 vLightColors[2] =
	{
		XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f),
		XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)
	};

	// Rotate the second light around the origin
	XMMATRIX mRotate = XMMatrixRotationY(-1.0f * t);
	XMVECTOR vLightDir = XMLoadFloat4(&vLightDirs[1]);
	vLightDir = XMVector3Transform(vLightDir, mRotate);
	XMStoreFloat4(&vLightDirs[1], vLightDir);

	//
	// Clear the back buffer
	//

	g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);

	//
	// Clear the depth buffer to 1.0 (max depth)
	//
	g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);



	RECT rc;
	GetClientRect(m_hWnd, &rc);
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom - rc.top;

	g_World = XMMatrixIdentity();

	XMVECTOR Eye = XMVectorSet(((float)g_x - (width / 2.0f)) / 10.0f, 4.0f, -(float)g_y / 20.0f, 0.0f);

	//XMVECTOR Eye = XMVectorSet(0.0f, 4.0f, -10.0f, 0.0f);
	XMVECTOR At = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	g_View = XMMatrixLookAtLH(Eye, At, Up);
	g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f);

	//
	// Update matrix variables and lighting variables
	//
	CONSTANT_BUFFER_STRUCT cb1;
	cb1.mWorld = XMMatrixTranspose(g_World);
	cb1.mView = XMMatrixTranspose(g_View);
	cb1.mProjection = XMMatrixTranspose(g_Projection);
	cb1.mWorldViewProjection = XMMatrixTranspose(XMMatrixMultiply(XMMatrixMultiply(g_World, g_View), g_Projection));

	cb1.vLightDir[0] = vLightDirs[0];
	cb1.vLightDir[1] = vLightDirs[1];
	cb1.vLightColor[0] = vLightColors[0];
	cb1.vLightColor[1] = vLightColors[1];
	cb1.vOutputColor = XMFLOAT4(0.5, 0, 0, 0);
	g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);

	//
	// Render the cube
	//


	g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
	g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	//###########################################################
	g_pImmediateContext->HSSetShader(g_pHullShader, nullptr, 0);
	g_pImmediateContext->HSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	g_pImmediateContext->DSSetShader(g_pDomainShader, nullptr, 0);
	g_pImmediateContext->DSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	//###########################################################
	g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
	g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	g_pImmediateContext->PSSetShaderResources(0, 1, &g_pTextureRV);
	g_pImmediateContext->PSSetSamplers(0, 1, &g_pSamplerLinear);


	//g_pImmediateContext->GSSetShader(g_pGeometryShader, nullptr, 0);
	//g_pImmediateContext->GSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	//g_pImmediateContext->GSGetShaderResources(0, 1, &g_pTextureRV);
	//g_pImmediateContext->GSSetSamplers(0, 1, &g_pSamplerLinear);



	g_pImmediateContext->DrawIndexed(cube.GetIndicesCount(), 0, 0);

	//
	// Render each light
	//
	for (int m = 0; m < 2; m++)
	{
		XMMATRIX mLight = XMMatrixTranslationFromVector(5.0f * XMLoadFloat4(&vLightDirs[m]));
		XMMATRIX mLightScale = XMMatrixScaling(0.2f, 0.2f, 0.2f);
		mLight = mLightScale * mLight;

		// Update the world variable to reflect the current light
		cb1.mWorld = XMMatrixTranspose(mLight);
		cb1.vOutputColor = vLightColors[m];
		g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);

		g_pImmediateContext->PSSetShader(g_pPixelShaderSolid, nullptr, 0);
		g_pImmediateContext->DrawIndexed(cube.GetIndicesCount(), 0, 0);
	}

	//
	// Present our back buffer to our front buffer
	//
	g_pSwapChain->Present(0, 0);
}


HRESULT GraphicClass::InitDevice()
{
	HRESULT hr = S_OK;

	RECT rc;
	GetClientRect(m_hWnd, &rc);
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom - rc.top;

	UINT createDeviceFlags = 0;
#ifdef _DEBUG
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_DRIVER_TYPE driverTypes[] =
	{
		D3D_DRIVER_TYPE_HARDWARE,
		D3D_DRIVER_TYPE_WARP,
		D3D_DRIVER_TYPE_REFERENCE,
	};
	UINT numDriverTypes = ARRAYSIZE(driverTypes);

	D3D_FEATURE_LEVEL featureLevels[] =
	{
		D3D_FEATURE_LEVEL_11_1,
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0,
	};
	UINT numFeatureLevels = ARRAYSIZE(featureLevels);

	for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
	{
		g_driverType = driverTypes[driverTypeIndex];
		hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
			D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);

		if (hr == E_INVALIDARG)
		{
			// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
			hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
				D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
		}

		if (SUCCEEDED(hr))
			break;
	}
	if (FAILED(hr))
		return hr;

	// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
	IDXGIFactory1* dxgiFactory = nullptr;
	{
		IDXGIDevice* dxgiDevice = nullptr;
		hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
		if (SUCCEEDED(hr))
		{
			IDXGIAdapter* adapter = nullptr;
			hr = dxgiDevice->GetAdapter(&adapter);
			if (SUCCEEDED(hr))
			{
				hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
				adapter->Release();
			}
			dxgiDevice->Release();
		}
	}
	if (FAILED(hr))
		return hr;

	// Create swap chain
	IDXGIFactory2* dxgiFactory2 = nullptr;
	hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
	if (dxgiFactory2)
	{
		// DirectX 11.1 or later
		hr = g_pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1));
		if (SUCCEEDED(hr))
		{
			(void)g_pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1));
		}

		DXGI_SWAP_CHAIN_DESC1 sd;
		ZeroMemory(&sd, sizeof(sd));
		sd.Width = width;
		sd.Height = height;
		sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.BufferCount = 1;

		hr = dxgiFactory2->CreateSwapChainForHwnd(g_pd3dDevice, m_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
		if (SUCCEEDED(hr))
		{
			hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
		}

		dxgiFactory2->Release();
	}
	else
	{
		// DirectX 11.0 systems
		DXGI_SWAP_CHAIN_DESC sd;
		ZeroMemory(&sd, sizeof(sd));
		sd.BufferCount = 1;
		sd.BufferDesc.Width = width;
		sd.BufferDesc.Height = height;
		sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.BufferDesc.RefreshRate.Numerator = 60;
		sd.BufferDesc.RefreshRate.Denominator = 1;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.OutputWindow = m_hWnd;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.Windowed = TRUE;

		hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
	}

	// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
	dxgiFactory->MakeWindowAssociation(m_hWnd, DXGI_MWA_NO_ALT_ENTER);

	dxgiFactory->Release();

	if (FAILED(hr))
		return hr;

	// Create a render target view
	ID3D11Texture2D* pBackBuffer = nullptr;
	hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
	if (FAILED(hr))
		return hr;

	hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
	pBackBuffer->Release();
	if (FAILED(hr))
		return hr;

	// Create depth stencil texture
	D3D11_TEXTURE2D_DESC descDepth;
	ZeroMemory(&descDepth, sizeof(descDepth));
	descDepth.Width = width;
	descDepth.Height = height;
	descDepth.MipLevels = 1;
	descDepth.ArraySize = 1;
	descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDepth.SampleDesc.Count = 1;
	descDepth.SampleDesc.Quality = 0;
	descDepth.Usage = D3D11_USAGE_DEFAULT;
	descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	descDepth.CPUAccessFlags = 0;
	descDepth.MiscFlags = 0;
	hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
	if (FAILED(hr))
		return hr;

	// Create the depth stencil view
	hr = CreateDepthStencilView();
	if (FAILED(hr))
		return hr;


	g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);

	// Setup the viewport
	D3D11_VIEWPORT vp;
	vp.Width = (FLOAT)width;
	vp.Height = (FLOAT)height;
	vp.MinDepth = 0.0f;
	vp.MaxDepth = 1.0f;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	g_pImmediateContext->RSSetViewports(1, &vp);

	// Compile the vertex shader
	hr = PrepareVertexShader();
	if (FAILED(hr))
		return hr;

	// Compile the hull shader
	hr = PrepareHullShader();
	if (FAILED(hr))
		return hr;

	// Compile the domain shader
	hr = PrepareDomainShader();
	if (FAILED(hr))
		return hr;

	// Compile the pixel shader
	hr = PreparePixelShader();
	if (FAILED(hr))
		return hr;

	//hr = PrepareGeometryShader();
	if (FAILED(hr))
		return hr;

	//Init Render States
	hr = InitRenderStates();
	if (FAILED(hr))
		return hr;

	//Wireframe mode
	g_pImmediateContext->RSSetState(g_pRasterizerState);


	// Create vertex buffer



	Vertex *vertices = cube.GetVertices();


	D3D11_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = cube.GetVerticesByteWidth();
	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = 0;
	D3D11_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = vertices;
	hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
	if (FAILED(hr))
		return hr;

	// Set vertex buffer
	UINT stride = sizeof(SimpleVertex);
	UINT offset = 0;
	g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);



	short *indices = cube.GetIndices();
	/*WORD indices[] =
	{
	3,1,0,
	2,1,3,

	6,4,5,
	7,4,6,

	11,9,8,
	10,9,11,

	14,12,13,
	15,12,14,

	19,17,16,
	18,17,19,

	22,20,21,
	23,20,22
	};*/
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = cube.GetIndicesByteWidth();//sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list
	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	InitData.pSysMem = indices;
	hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
	if (FAILED(hr))
		return hr;

	// Set index buffer
	g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);

	// Set primitive topology
	//g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);

	// Create the constant buffer
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(CONSTANT_BUFFER_STRUCT);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	bd.CPUAccessFlags = 0;
	hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
	if (FAILED(hr))
		return hr;

	// Load the Texture
	hr = CreateDDSTextureFromFile(g_pd3dDevice, L"seafloor.dds", nullptr, &g_pTextureRV);
	if (FAILED(hr))
		return hr;

	// Create the sample state
	D3D11_SAMPLER_DESC sampDesc;
	ZeroMemory(&sampDesc, sizeof(sampDesc));
	sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
	sampDesc.MinLOD = 0;
	sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
	hr = g_pd3dDevice->CreateSamplerState(&sampDesc, &g_pSamplerLinear);
	if (FAILED(hr))
		return hr;

	/*D3D11_BUFFER_DESC tessellationBufferDesc;
	// Setup the description of the dynamic tessellation constant buffer that is in the hull shader.
	tessellationBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	tessellationBufferDesc.ByteWidth = sizeof(TessellationBufferType);
	tessellationBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	tessellationBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	tessellationBufferDesc.MiscFlags = 0;
	tessellationBufferDesc.StructureByteStride = 0;
	// Create the constant buffer pointer so we can access the hull shader constant buffer from within this class.
	hr = g_pd3dDevice->CreateBuffer(&tessellationBufferDesc, NULL, &g_pTesselationBuffer);
	if (FAILED(result))
	{
	return false;
	}*/

	// Initialize the world matrices
	g_World = XMMatrixIdentity();

	// Initialize the view matrix
	XMVECTOR Eye = XMVectorSet(0.0f, 4.0f, -10.0f, 0.0f);
	XMVECTOR At = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	g_View = XMMatrixLookAtLH(Eye, At, Up);

	// Initialize the projection matrix
	g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f);

	return S_OK;
}


HRESULT GraphicClass::CreateDepthStencilView()
{
	HRESULT hr;
	D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
	ZeroMemory(&descDSV, sizeof(descDSV));
	descDSV.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	descDSV.Texture2D.MipSlice = 0;
	hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
	return hr;
}
HRESULT GraphicClass::InitRenderStates()
{
	HRESULT hr;
	D3D11_RASTERIZER_DESC wfd;
	ZeroMemory(&wfd, sizeof(D3D11_RASTERIZER_DESC));
	wfd.FillMode = D3D11_FILL_WIREFRAME;
	//wfd.FillMode = D3D11_FILL_SOLID;
	wfd.CullMode = D3D11_CULL_BACK;
	wfd.DepthClipEnable = true;

	hr = g_pd3dDevice->CreateRasterizerState(&wfd, &g_pRasterizerState);
	return hr;
}
HRESULT GraphicClass::PreparePixelShader()
{
	HRESULT hr;

	ID3DBlob* pPSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "PS_GLASS", "ps_5_0", &pPSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the pixel shader
	hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
	pPSBlob->Release();
	if (FAILED(hr))
		return hr;

	// Compile the pixel shader
	pPSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "PSSolid", "ps_5_0", &pPSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the pixel shader
	hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShaderSolid);
	pPSBlob->Release();
	if (FAILED(hr))
		return hr;
}
HRESULT GraphicClass::PrepareGeometryShader()
{
	HRESULT hr;

	ID3DBlob* pGSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "GSMain", "gs_5_0", &pGSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the geometry shader
	hr = g_pd3dDevice->CreateGeometryShader(pGSBlob->GetBufferPointer(), pGSBlob->GetBufferSize(), nullptr, &g_pGeometryShader);
	pGSBlob->Release();
	if (FAILED(hr))
		return hr;

	return hr;
};
HRESULT GraphicClass::PrepareVertexShader()
{
	HRESULT hr;

	// Compile the vertex shader
	ID3DBlob* pVSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "VS", "vs_5_0", &pVSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the vertex shader
	hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
	if (FAILED(hr))
	{
		pVSBlob->Release();
		return hr;
	}

	// Define the input layout
	D3D11_INPUT_ELEMENT_DESC layout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};
	UINT numElements = ARRAYSIZE(layout);

	// Create the input layout
	hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
		pVSBlob->GetBufferSize(), &g_pVertexLayout);
	pVSBlob->Release();
	if (FAILED(hr))
		return hr;

	// Set the input layout
	g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
	return hr;
};
HRESULT GraphicClass::PrepareHullShader()
{
	HRESULT hr;


	ID3DBlob* pHSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "HS", "hs_5_0", &pHSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the hull shader
	hr = g_pd3dDevice->CreateHullShader(pHSBlob->GetBufferPointer(), pHSBlob->GetBufferSize(), nullptr, &g_pHullShader);
	pHSBlob->Release();
	if (FAILED(hr))
		return hr;

	return hr;
}
HRESULT GraphicClass::PrepareDomainShader()
{
	HRESULT hr;

	ID3DBlob* pDSBlob = nullptr;
	hr = CompileShaderFromFile(L"shaders.fx", "DS", "ds_5_0", &pDSBlob);
	if (FAILED(hr))
	{
		MessageBox(nullptr,
			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
		return hr;
	}

	// Create the geometry shader
	hr = g_pd3dDevice->CreateDomainShader(pDSBlob->GetBufferPointer(), pDSBlob->GetBufferSize(), nullptr, &g_pDomainShader);
	pDSBlob->Release();
	if (FAILED(hr))
		return hr;

	return hr;
}

void GraphicClass::CleanupDevice()
{
	if (g_pImmediateContext) g_pImmediateContext->ClearState();
	if (g_pTextureRV) g_pTextureRV->Release();
	if (g_pSamplerLinear) g_pSamplerLinear->Release();
	//#################################################
	if (g_pHullShader) g_pHullShader->Release();
	if (g_pDomainShader) g_pDomainShader->Release();

	//#################################################
	if (g_pConstantBuffer) g_pConstantBuffer->Release();
	if (g_pVertexBuffer) g_pVertexBuffer->Release();
	if (g_pIndexBuffer) g_pIndexBuffer->Release();
	if (g_pVertexLayout) g_pVertexLayout->Release();
	if (g_pVertexShader) g_pVertexShader->Release();
	if (g_pGeometryShader) g_pGeometryShader->Release();
	if (g_pPixelShaderSolid) g_pPixelShaderSolid->Release();
	if (g_pPixelShader) g_pPixelShader->Release();
	if (g_pDepthStencil) g_pDepthStencil->Release();
	if (g_pDepthStencilView) g_pDepthStencilView->Release();
	if (g_pRasterizerState) g_pRasterizerState->Release();
	if (g_pRenderTargetView) g_pRenderTargetView->Release();
	if (g_pSwapChain1) g_pSwapChain1->Release();
	if (g_pSwapChain) g_pSwapChain->Release();
	if (g_pImmediateContext1) g_pImmediateContext1->Release();
	if (g_pImmediateContext) g_pImmediateContext->Release();
	if (g_pd3dDevice1) g_pd3dDevice1->Release();
	if (g_pd3dDevice) g_pd3dDevice->Release();
}
